Innistrad: Midnight Hunt

MID · 391 cards · Released

Dawnhart Rejuvenator
Creature — Human Warlock

When this creature enters, you gain 3 life.

: Add one mana of any color.

2/4
Hound Tamer
Creature — Human Werewolf

Trample

: Put a +1/+1 counter on target creature.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

3/3
Untamed Pup
Creature — Werewolf

Trample

Other Wolves and Werewolves you control have trample.

: Put a +1/+1 counter on target creature.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4
Outland Liberator
Creature — Human Werewolf

, Sacrifice this creature: Destroy target artifact or enchantment.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2
Frenzied Trapbreaker
Creature — Werewolf

, Sacrifice this creature: Destroy target artifact or enchantment.

Whenever this creature attacks, destroy target artifact or enchantment defending player controls.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3
Saryth, the Viper's Fang
Legendary Creature — Human Warlock

Other tapped creatures you control have deathtouch.

Other untapped creatures you control have hexproof.

, : Untap another target creature or land you control.

3/4
Tireless Hauler
Creature — Human Werewolf

Vigilance

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

4/5
Dire-Strain Brawler
Creature — Werewolf

Vigilance

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

6/6
Tovolar's Huntmaster
Creature — Human Werewolf

When this creature enters, create two 2/2 green Wolf creature tokens.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

6/6
Tovolar's Packleader
Creature — Werewolf

Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens.

: Another target Wolf or Werewolf you control fights target creature you don't control.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

7/7
Arlinn, the Pack's Hope
Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

[+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.

[−3]: Create two 2/2 green Wolf creature tokens.

Loyalty: 4
Arlinn, the Moon's Fury
Legendary Planeswalker — Arlinn

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

[+2]: Add .

[0]: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

Loyalty: 4
Dawnhart Wardens
Creature — Human Warlock

Vigilance

Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.

3/3
Katilda, Dawnhart Prime
Legendary Creature — Human Warlock

Protection from Werewolves

Human creatures you control have ": Add one mana of any of this creature's colors."

, : Put a +1/+1 counter on each creature you control.

1/1
Kessig Naturalist
Creature — Human Werewolf

Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

2/2
Lord of the Ulvenwald
Creature — Werewolf

Other Wolves and Werewolves you control get +1/+1.

Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

3/3
Tovolar, Dire Overlord
Legendary Creature — Human Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.

Daybound

3/3
Tovolar, the Midnight Scourge
Legendary Creature — Werewolf

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.

Nightbound

4/4
Adeline, Resplendent Cathar
Legendary Creature — Human Knight

Vigilance

Adeline's power is equal to the number of creatures you control.

Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.

*/4
Lier, Disciple of the Drowned
Legendary Creature — Human Wizard

Spells can't be countered.

Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.

3/4
Gisa, Glorious Resurrector
Legendary Creature — Human Wizard

If a creature an opponent controls would die, exile it instead.

At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

4/4
Jadar, Ghoulcaller of Nephalia
Legendary Creature — Human Wizard

At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

1/1
Jerren, Corrupted Bishop
Legendary Creature — Human Cleric

Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.

: Target Human you control gains lifelink until end of turn.

At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.

2/3
Ormendahl, the Corrupter
Legendary Creature — Demon

Flying, trample, lifelink

Sacrifice another creature: Draw a card.

6/6
Dennick, Pious Apprentice
Legendary Creature — Human Soldier

Lifelink

Cards in graveyards can't be the targets of spells or abilities.

Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/3
Dennick, Pious Apparition
Legendary Creature — Spirit Soldier

Flying

Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

If Dennick would be put into a graveyard from anywhere, exile it instead.

3/2
Florian, Voldaren Scion
Legendary Creature — Vampire Noble

First strike

At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.

3/3
Liesa, Forgotten Archangel
Legendary Creature — Angel

Flying, lifelink

Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.

If a creature an opponent controls would die, exile it instead.

4/5
Ludevic, Necrogenius
Legendary Creature — Human Wizard

Whenever Ludevic enters or attacks, mill a card.

, Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.

2/3
Olag, Ludevic's Hubris
Legendary Creature — Zombie

As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.

4/4
Old Stickfingers
Legendary Creature — Horror

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.

Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

*/*
Rem Karolus, Stalwart Slayer
Legendary Creature — Human Knight

Flying, haste

If a spell would deal damage to you or another permanent you control, prevent that damage.

If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3
Sigarda, Champion of Light
Legendary Creature — Angel

Flying, trample

Humans you control get +1/+1.

Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

4/4
Slogurk, the Overslime
Legendary Creature — Ooze

Trample

Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.

Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.

When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.

3/3
Vadrik, Astral Archmage
Legendary Creature — Human Wizard

If it's neither day nor night, it becomes day as Vadrik enters.

Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

1/2
Curse of Silence
Enchantment — Aura Curse

Enchant player

As this Aura enters, choose a card name.

Spells with the chosen name enchanted player casts cost more to cast.

Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.

Enduring Angel
Creature — Angel

Flying, double strike

You have hexproof.

If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.

3/3
Angelic Enforcer
Creature — Angel

Flying

You have hexproof.

Angelic Enforcer's power and toughness are each equal to your life total.

Whenever this creature attacks, double your life total.

*/*
Fateful Absence
Instant

Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

Intrepid Adversary
Creature — Human Scout

Lifelink

When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on this creature.

Creatures you control get +1/+1 for each valor counter on this creature.

3/1
Sigarda's Splendor
Enchantment

As this enchantment enters, note your life total.

At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.

Whenever you cast a white spell, you gain 1 life.

Sigardian Savior
Creature — Angel

Flying

When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.

3/3
Sungold Sentinel
Creature — Human Soldier

Whenever this creature enters or attacks, exile up to one target card from a graveyard.

Coven : Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.

3/2
Vanquish the Horde
Sorcery

This spell costs less to cast for each creature on the battlefield.

Destroy all creatures.

Curse of Surveillance
Enchantment — Aura Curse

Enchant player

At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.

Grafted Identity
Enchantment — Aura

As an additional cost to cast this spell, sacrifice a creature.

Enchant creature

You control enchanted creature.

Enchanted creature gets +1/+1.

Malevolent Hermit
Creature — Human Wizard

, Sacrifice this creature: Counter target noncreature spell unless its controller pays .

Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

2/1
Benevolent Geist
Creature — Spirit Wizard

Flying

Noncreature spells you control can't be countered.

If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.

2/2
Memory Deluge
Instant

Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Patrician Geist
Creature — Spirit Knight

Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost less to cast.

2/2
Poppet Stitcher
Creature — Human Wizard

Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)

At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.

2/3
Poppet Factory
Artifact

Creature tokens you control lose all abilities and have base power and toughness 3/3.

At the beginning of your upkeep, you may transform this artifact.

Sludge Monster
Creature — Horror

Whenever this creature enters or attacks, put a slime counter on up to one other target creature.

Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.

5/5
Spectral Adversary
Creature — Spirit

Flash

Flying

When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.

2/1
Triskaidekaphile
Creature — Human Wizard

You have no maximum hand size.

At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.

: Draw a card.

1/3
Bloodline Culling
Instant

Choose one —

• Target creature gets -5/-5 until end of turn.

• Creature tokens get -2/-2 until end of turn.

Champion of the Perished
Creature — Zombie

Whenever another Zombie you control enters, put a +1/+1 counter on this creature.

1/1
Curse of Leeches
Enchantment — Aura Curse

Enchant player

As this permanent transforms into Curse of Leeches, attach it to a player.

At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Leeching Lurker
Creature — Leech Horror

Lifelink

Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

4/4
Lord of the Forsaken
Creature — Demon

Flying, trample

, Sacrifice another creature: Target player mills three cards.

Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.

6/6
Mask of Griselbrand
Legendary Artifact — Equipment

Equipped creature has flying and lifelink.

Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.

Equip

The Meathook Massacre
Legendary Enchantment

When The Meathook Massacre enters, each creature gets -X/-X until end of turn.

Whenever a creature you control dies, each opponent loses 1 life.

Whenever a creature an opponent controls dies, you gain 1 life.

Slaughter Specialist
Creature — Vampire Warrior

When this creature enters, each opponent creates a 1/1 white Human creature token.

Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.

3/3
Tainted Adversary
Creature — Zombie

Deathtouch

When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)

2/3
Bloodthirsty Adversary
Creature — Vampire

Haste

When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.

2/2
Burn Down the House
Sorcery

Choose one —

• Burn Down the House deals 5 damage to each creature and each planeswalker.

• Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn.

Curse of Shaken Faith
Enchantment — Aura Curse

Enchant player

Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.

Falkenrath Pit Fighter
Creature — Vampire Warrior

, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.

2/1
Geistflame Reservoir
Artifact

Whenever you cast an instant or sorcery spell, put a charge counter on this artifact.

, , Remove any number of charge counters from this artifact: It deals that much damage to any target.

, : Exile the top card of your library. You may play that card this turn.

Light Up the Night
Sorcery

Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.

Flashback, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Moonveil Regent
Creature — Dragon

Flying

Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.

When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.

4/4
Smoldering Egg
Creature — Dragon Egg

Defender

Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.

0/4
Ashmouth Dragon
Creature — Dragon

Flying

Whenever you cast an instant or sorcery spell, this creature deals 2 damage to any target.

4/4
Sunstreak Phoenix
Creature — Phoenix

Flying

If it's neither day nor night, it becomes day as this creature enters.

Whenever day becomes night or night becomes day, you may pay . If you do, return this card from your graveyard to the battlefield tapped.

4/2
Augur of Autumn
Creature — Human Druid

You may look at the top card of your library any time.

You may play lands from the top of your library.

Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.

2/3